August 19th-22nd 2011 :: Theme: Escape
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Legendary Lava Escape

by speciesUnknown - 48 Hour Competition Entry

This is my painstakingly produced FPS title.

You must shoot your way through the caverns and collect the keys to open the final door, before the lava rises and you become toast.

I didn't get time to take out all the developer hacks, so you might find a few still in there.

To build the source, you will need to get the latest version of BEPU physics.

Downloads and Links




xRedx22 says ...
Aug 23, 2011 @ 1:57am

Wow! This game maybe isn't the best looking, but it was really fun and simple. The sound effects were nice, and the controls were very tight (aside from a bit of lag when turning). It fits the theme very well too: escape before the floor becomes lava.

Great job!

ratking says ...
Aug 23, 2011 @ 2:58pm

The lack of lighting/shadows makes the game pretty hard. :-/

Aug 23, 2011 @ 3:15pm

Yeah, I'm disappointed that I couldn't get the lighting done in time. It makes it hard to see where you are going.

summaky says ...
Aug 23, 2011 @ 5:13pm

Can't run the game in the virtual machine (it says the video card is not compatible) and I don't have a real Windows XP. Sorry, can't rate it.

blahoink says ...
Aug 23, 2011 @ 7:51pm

Really nice for just 48 hours! The sounds and environment were good, just the lighting killed me too many times D: Me gusta the flying moustaches, also.

Aug 24, 2011 @ 12:42am

It does require SM2.0 to run, I'm not sure I could really have made the requirements any lower. I used the XNA 'reach' profile which is designed for low end DX9 hardware.

Rudy says ...
Aug 29, 2011 @ 3:10pm

A good proof of concept, but does not really bring any new mechanics. It works, which is a lot for an FPS, but it feels very unpolished. Perhaps it would have been better to start out simpler. It's not really central to the theme though. Sorry this felt more like a rant; technical achievement doesn't get a category :(

wally2069 says ...
Aug 31, 2011 @ 7:25pm

The lava was too low and made it difficult to tell where the platforms end. It also added to the falling time which made it take longer to try again. The death screen was also kinda painful to read.

Better luck next time.

thristhart says ...
Sep 2, 2011 @ 4:38pm

This doesn't even need lighting, it just needs a separate texture for vertical spaces so that edges are clear.

kavs says ...
Sep 4, 2011 @ 9:53pm

I agree with the others that have mentioned that there isn't enough contrast to tell where one platform starts and the other ends. I fell a lot at the beginning because I missed my jump and though I was further than I actually was.

I would have liked to see the enemies move a bit, and have their projectiles move faster. I was only ever hit once, and that was just to figure out what it did.

The movement was smooth, though! I died probably 5 times before I beat it.

AJMilsom says ...
Sep 12, 2011 @ 5:25pm

had to install .net framework was fine but thn it wouldnt start, just says "Game has stopped working"

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